Radiant Wisp, Starwarden

Old cosmologies tell of 'star-brooches' given to mortals, each backed by a Radiant Wisp. Clerics sang of tiny guardians that escorted souls of saints. Modern sages debate whether they are created by gods, by converging prayers, or by the multiverse itself.

TinyCelestial(Celestial)CR 20Lawful Good

Radiant Wisp, Starwarden

PlanarRadiantSupportControllerSolo
HP310AC+16SPDFly 120 ft. (hover), Teleport 60 ft. as part of certain actions (see traits)CR20PerceptionInsightPersuasionArcana
STR
4
save
DEX
30
save
CON
20
save
INT
22
save
WIS
24
save
CHA
30
save
Planar Resilience. The wisp has advantage on saving throws against spells and other magical effects.
Starlit Nimbleness. The wisp adds its Charisma modifier instead of Strength to grapple and shove attempts if it wishes, and it may attempt to teleport 60 feet as a bonus action by unraveling into motes and reforming.
Aura of Awe. Creatures that start their turn within 15 feet of the wisp must succeed on a Wisdom saving throw or be frightened for 1 round. Undead and fiends have disadvantage on this save.
Seamwalker. The wisp can use plane shift once per day to escape or relocate. If it chooses to Plane Shift away mid-battle successfully it leaves a brilliant flare dealing 40 radiant damage to creatures within 20 feet.
Luminous Presence. The wisp sheds bright light in a 60-foot radius and dim light for an additional 60 feet. It can suppress or intensify this light as a bonus action.
Multiattack. The Radiant Wisp makes two attacks: one with Stellar Pinprick and one with Luminous Lash, or it can use Luminous Lash twice.
Stellar Pinprick. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () radiant piercing damage and the target must succeed on a Constitution saving throw or gain one level of exhaustion. A creature reduced to 0 hit points by this attack is turned to motes of light and is slain instead of dying outright.
Luminous Lash. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 22 () radiant force damage, and the target is bathed in searing light. The target has disadvantage on attack rolls until the end of its next turn and takes 7 () radiant damage at the start of its next turn.
Nova Bloom (Recharge 5-6). The wisp releases a burst of pure starfire in a 30-foot radius centered on itself. Each creature in that area must make a Dexterity saving throw, taking 45 () radiant damage on a failed save, or half damage on a success. Undead and fiends that fail the save are blinded for 1 minute. Creatures that end their turn within the area while the motes remain take 10 () radiant damage.
Seraphic Allure (Recharge 6). The wisp targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw or be charmed and incapacitated for 1 minute. The charmed creature regards the wisp as a trusted celestial ally and cannot attack it. The charm ends early if the wisp attacks the creature or if another creature uses an action to shake the charmed creature out of its stupor. The charm also ceases if the target takes damage from an ally.
Shielding Radiance. When a creature within 30 feet attacks an ally of the wisp, the wisp can interpose a shield of light. The attacker takes 21 radiant damage and has disadvantage on the attack roll. Usable 3 times, regains uses at dawn.
Radiant Flicker. Radiant Flicker. The wisp moves up to 40 feet without provoking opportunity attacks or causes a mote of light to dart; one creature within 30 feet must succeed on a Dexterity save or take 14 () radiant damage.
Healing Mote (Costs 2 Actions). Healing Mote. The wisp restores 35 hit points to itself or to an allied creature it can see.
Astral Command (Costs 3 Actions). Astral Command. The wisp forces one creature that can hear it within 60 feet to make a Wisdom save or be forced to use its reaction to drop whatever it is holding and take half movement away from the wisp.
Cantrips
CantripsDivination/Evocation At will: light, guidance, message
3rd level
Utility SpellsEvocation/Abjuration 3/day each: daylight, lesser restoration, remove curse
4th level
Planar BoonsAbjuration 2/day each: daylight (empowered), banishment, greater restoration
8th level
High RadianceEvocation/Conjuration 1/day each: wall of light (reskinned wall of force that deals radiant damage), planeshift (self only), sunburst
9th level
Innate PowersUniversal Innate - Seraphic Allure and Nova Bloom are innate radiances and do not consume spell slots; others use spellcasting. Uses per day are listed with each spell grouping.
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